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Topics - Timbo

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1
New Project Ideas / Final Fantasy Tactics: Brave Story
« on: November 11, 2016, 05:44:26 PM »
As some of you know, my current project is implementing a new script for Final Fantasy Tactics. It's based off of an alternate translation that aims fix the wonkiness of the original script without going over the top with faux-Shakespearean dialogue. Basically, I'm trying to clean it up and class it up a bit.

Patch Goals

  1. Implement a new script that improves upon the original without the flagrant overembellishments and errors of War of the Lions.
  2. Update naming conventions to current Final Fantasy standards.
  3. Provide a patch that can be used as a base for other patches.
  4. Avoid change just for the sake of change.

Unfortunately, because I don't know ASM, I'm faced with some limitations regarding naming conventions. I can choose between Vanilla's FRAME.bin & WLDTEX.tm2 or the lengths of names used in War of the Lions. I chose the latter, which means that the game will have current Final Fantasy status effect names but in exchange a couple locations names had to be shortened. For example Murond Holy Place became St. Murond, Bethla Garrison became Fort Bethla, and Bariaus Valley became Bariaus Vale.

The thing I'm struggling with is how to separate the iconic from the nostalgic. Obviously lines like " l i t t l e  m o n e y" have to go and lines like "Blame yourself or God" need to stay but naming conventions make things feel a little trickier. While I guarantee almost everyone prefers Algus to Argath, Rad to Ladd, and Magic to Magicks, there are probably other names that are more contested like Balbanes to Barbaneth, Malak to Marach, Barinten to Barrington, or Aeris to Aerith godsakes. Which is why I'm asking for feedback.

Are there any if WotL naming conventions that you prefer?

Click here for reference:http://finalfantasy.wikia.com/wiki/Final_Fantasy_Tactics/Translations

2
Help! / Best Oil/Weapon Strike Fix?
« on: November 06, 2016, 02:25:27 PM »
One thing I've noticed is there are a lot of Weapon Strike and Oil Fixes. I'm not sure which ones to use. Would anyone care to make a suggestion?

3
Help! / "Item Type" Icon Graphics
« on: November 02, 2016, 03:06:02 AM »
I want to delete hair adornments and create a new type of headgear? Where are the "Item Type" graphics located and how can I edit them?

4
FFT: Complete / Frame.Bin Questions
« on: October 17, 2016, 06:24:31 PM »
I want to use Complete's Frame.bin for my translation patch. Can I just drop upload it into a new ISO or did you guys create some custom ASM to get the text to show up in the right spots?

Nvm: After finally sleeping for a few hours, I remembered to check the tutorial section and wouldn't you know it, I found my answer. Moderators are welcome to delete this thread if they so choose.

5
So, my love affair with WotL has officially ended. The Onion Knight is boring and either utterly worthless, or totally broken. The Dark Knight is broken and nearly inaccessible. The new story battles are uninteresting and easy. The new equipment while nearly impossible to get only serves to further break the game. The sound quality is terrible and the graphical slowdown, until it was corrected by a member this community made the game unplayable. The only features that are worth a damn are the expanded roster size, the cut scenes, and the translation which divides the fan base in half on a love it or hate it basis. Ultimately the good, does not outweigh bad. So, I'm officially reversing my stance, The PSX version is the superior version and I'm sorry it took me so long to come around.

Over the years I've made several patches but I've never actually released any of them. The early ones were either unbalanced or suffered from quality issues and buggy, unpolished, mechanics. The later ones made so many compromises that they were utterly forgettable. Finally, my most recent patch while being excellent in terms of quality and balance suffers from being on the wrong platform and is therefore lagging behind in terms of innovation.

I popped back in here out of boredom the other day and like always, I was blown away at the innovative progress that the community here has created in the time that I've been gone. After wandering into the Completed Projects section, I noticed something, outside of Completed, there isn't a vanilla patch in the child boards anymore.

So I started thinking, "Maybe I that's something I could contribute?" Then naturally, I realized that this patch would have to compete with KO in terms of scope and function as well as add some quantifiable innovation, and then when I remembered a suggestion Toshiko made a long time ago: Use a different script.


My design goals are as follows:
  • Implement a new script that updates and improves upon the original, without going over the top, while maintaining much of the original game's more iconic elements.
  • Provide a more balanced gameplay experienced.
  • Incorporate many of the new innovative gameplay elements introduced by the community such as the Soldier Office Hack, the Synth Shop, and Smart Encounters.


Why am I posting this so early in the development cycle? The short answer is that since I actually want this mod to be played, I need feedback from the community I'm making it for. I'll maintain an updated list of questions in this post comprised of the questions I've asked throughout the life of this thread.


List of Questions for community feedback:
  • What do you think are the original game's missed opportunities?
  • Out of all of the innovative features created by the community here, which would you like to see implemented?
  • What would you like to see changed or eliminated?
  • Since Plus and 1.X are taken, what should I name this patch
  • How do you feel about the Magic Guns are they worth keeping?

6
Help! / Unable to add party member to Grog Hill event.
« on: November 11, 2014, 11:57:41 PM »
So, I added a character to this event. I just want him to join at the end of the event, he doesn't need to speak or anything. In fact I'm trying to hide him off-camera in the corner of the map. I've done this before in other events but it's not working here for some reason. Can someone lend a second set of eyes to this problem and tell me where I screwed it up?

7
Help! / Object reference not set to an instance of an object.
« on: October 27, 2014, 04:08:15 PM »
Object reference not set to an instance of an object. What does this mean?

I started getting this error on my most recent revision of tactext. It doesn't happen on my file from the day before. I've taken it back to that version and started over several times but I can't seem to isolate what is causing this error. I've only changed a handful of things. I've changed two ability descriptions, three job descriptions, four job names, and one ability name. I've tried it on both clean and dirty iso files and I get the problem no matter what. I need some help figuring this out.

8
Event Editing / Wrong unit delivers text
« on: October 21, 2014, 01:49:01 PM »
I replaced all of my merged all of my guest units with join and/or enemy units to free up space for new jobs. Today I ran into a problem that I expect will be a problem in the future too.

Specificallly. I changed all of the Gafgarion 17's to Gafgarion 11's and they no longer join the party. Now when I bring the new job that occupies job 17 to Dorter Trade City 2, he deliver's Gafgarion's lines instead. If I don't bring them Gafgarion 11 deliver's his lines as he should. I did not change the unit ID's by the way.

How do I fix this?

9
PSX FFT Hacking / Monster Skill ASM
« on: October 11, 2014, 12:57:21 PM »
I thought for sure that someone (possibly fdc) out there made an ASM that allows monsters to use their monster skills innately but I can't find it. Can someone hook me up with a link?

10
FFT Arena / Deep Dungeon Lighting ASM?
« on: October 10, 2014, 02:49:45 PM »
I heard this Arena turns the lights on in the Deep Dungeon. Would you mind sharing the ASM?

11
Help! / How to convert CT to speed.
« on: October 04, 2014, 09:23:25 PM »
I was just wondering how the game converts skill CT to speed? For example Cure has a CT of 4 and a speed of 25 and Cura has a CT of 5 and a speed of 20.

12
I intend to make the Zombie status cancel dead so that it can be used to raise units from the dead at 0 HP. The problem is that I'm not sure how to get the AI to actually use it correctly? Should I flag cancel status, add status, hp? Any suggestions would be very welcome as my AI knowledge is shite.

13
PSX FFT Hacking / Scream ASM
« on: July 10, 2014, 08:39:05 PM »
Once upon a time someone made an ASM that removed the speed bonus from the ability Scream but I can't find it anymore and search is bringing up nothing for me. Does anyone have this or a link handy?

14
PSX FFT Hacking / Re: Summon Angel/Demon ability slots.
« on: February 06, 2014, 06:57:42 PM »
I just had an idea. Would it be difficult to create a list of events that call the summon angel and summon demon skills/abilities? I'm sure every patch maker wants to use those slots for more abilities. Here's what I'm thinking: What if we moved those effects to different effect slots, or substituted them for the summon ultimate effect? Could we open those ability slots up for use?

There has got to be away to free these slots up.

15
Help! / brave faith battle icons?
« on: January 14, 2014, 09:13:02 PM »
Tried a search of the above keywords, came up with zilch. Where can I find these buggers on the cd?

16
PSX FFT Hacking / Stat Up/Down Maximum ASM?
« on: December 26, 2013, 08:17:28 PM »
I'm not finding it in the ASM threads or with the search function. Did I dream this up?

17
New Project Ideas / War of the Lions (PSX) Title Screen
« on: December 13, 2013, 12:07:35 AM »
I made a few title screens. They are nothing spectacular, but I'd like some criticism anyhow. What do people think?

18
Spriting / Dragoon/Lancer Portraits
« on: December 07, 2013, 01:57:28 AM »
It's my firm belief that creatures without noses should never cover their mouths, the Lancer is no exception. I've always liked the Vanilla Lancer/Dragoon Sprites and loathed their portraits. Back in May, Mobius made a gorgeous Portrait for the male Lancer. Tonight I finally got off my but and made a new portrait for the female. Compared to Mobius's, mine is quick and dirty, but it's probably the best I can do. These should come in handy for anybody not ripping off Jot5.

19
PSX FFT Hacking / Has anyone managed to create a functioning Jump Ability?
« on: December 06, 2013, 02:24:32 AM »
This is not a request or anything, I was just wondering if anybody has all ready managed to cobble together a working Jump ability that jumps and lands normally, that can be used in a normal skillset? If you have done it, would you mind sharing it?

20
Help! / Train Support Ability
« on: December 03, 2013, 07:18:22 PM »
I was planning on changing Entice to add Charm instead of Invite, relying on Train to recruit monsters. The battle mechanics guide says that Train only works on monsters and not humans. However, I've added several recruitable special monsters to the game, will Train work on them? They occupy job slots 3C-49 and they are not immune to invite.

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